引用:
作者hareluya6510
NV並不是不支援DX12,而是因為硬體架構裡面沒有ACE
在DX11底下因為沒辦法直接使用ACE,所以AMD的ACE在DX11只能拿來做運算
到了DX12,底層APIs可以使用到ACE,可以拿來繪圖
事實上不是所有的遊戲都支援這個功能,只是Oxide games的工程師發現
開啟這個功能下,AMD GCN架構的顯卡運作的非常有效率,效能就提昇了
而NV的卡在硬體上沒有這個組件,但是驅動卻回報說可以執行,然後效能就悲劇了這樣
再來是46%的效能提升是之前作 Liuqid VR 展示時,開啟跟關閉ACE功能的差異
即開啟ACE的情況下可以提高46% FPS
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ACE是DX12標準功能
As the PC graphics industry continues down the path of low-overhead graphics APIs, today I wanted to bring you some new details on two significant features of DirectX® 12. These features are called “multi-threaded command buffer recording” and “async shaders,” and they are poised to make a significant difference for gamers everywhere. Let’s take a look at what they do and why they matter.
ASYNC SHADERS
This feature allows a game engine to execute GPU compute or memory activities during “gaps” in the graphics workload presented by a game.
While it seems sensible to allow the graphics, compute and memory functions of a GPU to operate simultaneously, past versions of DirectX® did not provide for this functionality. Past versions of DirectX® were essentially limited to a single, serial graphics queue for processing all types of workloads. Therefore graphics, compute and memory copy operations had to wait for other parts of the graphics queue to finish processing before springing to life and doing their work. This would often result in idle hardware for some portions of time, and idle hardware is squandered performance.